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Returning 35 results for 'non clothing reborn pdf'.
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Monsters
Van Richtenâs Guide to Ravenloft
Boon of Dread. Eerie whispers can now be heard around the priest. Any non-Undead creature that starts its turn within 30 feet of the priest must succeed on a DC 15 Wisdom saving throw or be
reborn when they perish.
In an effort to rid themselves of this curse, they devoted themselves to the same Dark Powers with whom their master had communed. They were given a mission: provide a person
Monsters
Van Richtenâs Guide to Ravenloft
that curse, a priest of Osybus canât be certain that they will be reborn when they perish.
In an effort to rid themselves of this curse, they devoted themselves to the same Dark Powers with whom
heard around the priest. Any non-Undead creature that starts its turn within 30 feet of the priest must succeed on a DC 15 Wisdom saving throw or be frightened of the priest until the start of the
Monsters
Van Richtenâs Guide to Ravenloft
become one of the Dark Powers. As a result of that curse, a priest of Osybus canât be certain that they will be reborn when they perish.
In an effort to rid themselves of this curse, they
Osybus (Dread);Dread. Eerie whispers can now be heard around the priest. Any non-Undead creature that starts its turn within 30 feet of the priest must succeed on a DC 15 Wisdom saving throw or be
Monsters
Van Richtenâs Guide to Ravenloft
be certain that they will be reborn when they perish.
In an effort to rid themselves of this curse, they devoted themselves to the same Dark Powers with whom their master had communed. They were
Humanoid, and a priest can receive each boon only once.
Boons of Undeath
d6
Boon
1
Priest of Osybus (Dread);Dread. Eerie whispers can now be heard around the priest. Any non-Undead
Monsters
Van Richtenâs Guide to Ravenloft
will be reborn when they perish.
In an effort to rid themselves of this curse, they devoted themselves to the same Dark Powers with whom their master had communed. They were given a mission: provide
can receive each boon only once.
Boons of Undeath
d6
Boon
1
Priest of Osybus (Dread);Dread. Eerie whispers can now be heard around the priest. Any non-Undead creature that starts
Monsters
Van Richtenâs Guide to Ravenloft
and that he himself would become one of the Dark Powers. As a result of that curse, a priest of Osybus canât be certain that they will be reborn when they perish.
In an effort to rid themselves
1
Priest of Osybus (Dread);Dread. Eerie whispers can now be heard around the priest. Any non-Undead creature that starts its turn within 30 feet of the priest must succeed on a DC 15 Wisdom
Monsters
Van Richtenâs Guide to Ravenloft
himself would become one of the Dark Powers. As a result of that curse, a priest of Osybus canât be certain that they will be reborn when they perish.
In an effort to rid themselves of this
1
Priest of Osybus (Dread);Dread. Eerie whispers can now be heard around the priest. Any non-Undead creature that starts its turn within 30 feet of the priest must succeed on a DC 15 Wisdom saving
Ki-rin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
, pillows, rope, blankets, and clothing â to fill a cube 20 feet on a side. The second version permanently creates enough objects made of wood, or similarly hard plant-based material, to fill a cube
concentrate for the change in weather to persist.
Within 3 miles of the lair, winds buoy non-evil creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet
Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they
who fall short of their high expectationsâwhich is most non-elves. Still, they can find good in just about anyone.
Dwarves. âDwarves are dull, clumsy oafs. But what they lack in humor
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Mror Holds Capital: Krona Peak Hallmarks: Banking, dwarves, metalwork, mining (precious and non-precious metals) When humanity first came to Khorvaire, they found the dwarven clans of the Mror Holds
energies to harnessing the astonishing natural resources of their mountain home. The dwarves were then reborn as merchant lords. In the early days of the Last War, Mror miners made an astonishing
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the Feathergale Knights. These âknightsâ affect a dashing image and are given to drinking, singing, wearing fashionable clothing, and general revelry. The club is a cover for the Cult of the Howling
actually an old stone temple built in a rocky vale at the southern edge of the Sumber Hills. It was recently reborn as the Sacred Stone Monastery, home to reclusive monks dedicated to a mysterious âWay
Compendium
- Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
Upper City, where the Watchâs nightly ritual of expelling all non-residents reinforces their air of luxurious exclusivity. Those without either Watch-issued tokens or a patriarsâ vouchsafe must leave
enforced entry toll for non-residents and those without Watch tokens or escorts effectively bars the poor from setting foot within this district. A patriar caught outside the Upper City after dark
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Upper City, where the Watchâs nightly ritual of expelling all non-residents reinforces their air of luxurious exclusivity. Those without either Watch-issued tokens or a patriarsâ vouchsafe must leave
enforced entry toll for non-residents and those without Watch tokens or escorts effectively bars the poor from setting foot within this district. A patriar caught outside the Upper City after dark
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
even to leave the circle, if they wish, but the circle acts as one for the good of all. Druid circles often include non-druid allies, such as rangers, wood elves, and the fey creatures of the land
clothing as a symbol of their membership, often bearing the emblem of a stagâs head. In the Druid Circle class feature in the Playerâs Handbook, Emerald Enclave druids belong to the Circle of the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
Stoneshaft clan, and because tunnels from their home connect to the castle, they refer to the place as Stoneshaft Hold; they use âThornholdâ only when a non-dwarf in a conversation is confused and an
and are interested in the full variety of clothing and fashions, music, jokes and current news and rumors, and household goods and tools that Waterdeep offers. They tend to favor maces and morningstars
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
of its gaping mouth will be sucked in and instantly teleported, to be âspat outâ nude at area 6, while all non-living matter in the characterâs possession goes to area 33. Northeast Devil Face. The
this devil face is teleported to area 27A. Charred Remains. Strewn near the southeast corner is a heap of charred bones and skulls, plus the crisped and blackened remains of clothing and gear, arms
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
and agreements in Fireshear and Neverwinter and everywhere else they can worm their way into, among dwarves and between dwarves and non-dwarves. EVERBRIGHT
The dwarves were the first to discover the
their success ostentatiously; their clothing might be of richer fabrics, but still in the same styles and colors as the garb of poorer folks. Waiting rooms and front halls in the fortified homes of the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
light burn in its empty sockets. It is often garbed in the moldering remains of fine clothing and jewelry worn and dulled by the passage of time. Secrets of Undeath. No wizard takes up the path to
.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
the Dark Powers. As a result of that curse, a priest of Osybus canât be certain that they will be reborn when they perish. In an effort to rid themselves of this curse, they devoted themselves to the
Dread. Eerie whispers can now be heard around the priest. Any non-Undead creature that starts its turn within 30 feet of the priest must succeed on a DC 15 Wisdom saving throw or be frightened of the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
). The trunks contain the staffâs clothing and uniforms. N3g. Kitchen A cook wearing a white apron over a black smock busies himself in this warm, well-appointed kitchen. A staircase in one corner
of the dolls, apart from their clothing, look the same. They all look like Ireena Kolyana. The burgomasterâs monstrous henchman, Izek Strazni (see appendix D), sleeps here at night. During the day, he
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather clothing (thick coats, gloves, and the like) and creatures naturally
-cold water. Illumination So long as the Everlasting Rime lasts, natural light in Icewind Dale is never brighter than dim. In normal (non-blizzard) conditions, twilight extends from 10 a.m. to 2 p.m
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, rope, blankets, and clothing â to fill a cube 20 feet on a side. The second version permanently creates enough objects made of wood, or similarly hard plant-based material, to fill a cube 10 feet on a
change in weather to persist. Within 3 miles of the lair, winds buoy non-evil creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet per round and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. Bleakers dress in gloomy, drab color schemes. Frayed clothing and weather-beaten gear are common. Role in Sigil. The Bleak Cabalâs headquarters is the Gatehouse, a fortress of healing and respite in
. Wreakers prepare for every possibility in their battles against entrenched institutions. Medical supplies and smoking lanterns dangle from their singed clothing. Members typically hide their identities
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
the newly reborn Blue Bear tribe might well be Tree Ghost Uthgardt who are following a call from a revived Blue Bear totem.
Great Worm. The Frost Hills, a small southern spike of the Spine of the
attacks.
The Griffon tribe has long been shunned due to its practice of trading with non-Uthgardt - and even spellcasters - at a settlement known as Griffonâs Nest.
The Red Pony and Golden Eagle
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
enter area 3 against doing so. If someone does anyway, the vampire attacks. Fighting Pit. This rough-hewn arena is 15 feet lower than the floor around it and imbued with magic. Any non-undead creature
. Closets. The sliding wooden doors open to reveal closets that contain fine female clothing in numerous styles and sizes. The easternmost closet contains a hemispherical stone in the middle of its back wall
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. A non-Plant creature that enters the grass for the first time on a turn or starts its turn there takes 5 (1d10) piercing damage and has its speed reduced by 10 feet until the start of its next turn
a wolf-in-sheepâs-clothing resting atop the creatureâs stump-shaped body. The creature uses the lure to lull the characters into a false sense of security and tempt them toward its jaws. When a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
skeletons attack any non-undead creature that enters. They donât pursue anyone beyond this chamber. Treasure. The rogue from the failed expedition lies in this room, her desiccated corpse half-buried under
activates when any non-dwarf sets foot on it. It fights until destroyed but doesnât attack a dwarf under any circumstances. See âArundilâs Animated Objectsâ above. Treasure. Beneath the bed is a small
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
six giant lizards kept here are used by the duergar as mounts and pack animals. They are hostile toward non-duergar but canât attack through the closed gates. The gates are latched shut, but not
result, the character senses that something is off about Pekoe but canât tell what. The doppelganger tries to acquire some cold weather clothing and remains with the party until it reaches Ten-Towns
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
peaceful and reasonable people. Among their own kind, they tend to be so. But outsiders, particularly non-giants of any sort, are unwelcome in the stone giantsâ caverns, and trespassers arenât treated
giants encountered on the fringes of their territory look and behave like primitives. First, personal adornment has little value in the ordning of stone giants, so their clothing tends to be simple
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
allowed them to be reborn. While the Sundering saw the other gods of the Forgotten Realms withdraw their direct influence from the world, the Dead Three remained behind in mortal form as quasi-divine
conceal his identity, revealing it only when the time has come to display his true power. He is always well-dressed, donning the fine clothing of a noble or wearing the armor and gear of a successful
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
about eight inches in diameter. The sphere seems to contain swirling smoke. Battered armor, damaged weapons, and tattered clothing are strewn around the chamber, but the floor within ten feet of the
other corpses are scattered on the floor. Some have been picked down to bone, their clothing and armor discarded nearby, while others have hardly been touched.
The walls are uneven, with small ledges
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
toadstools. All are diminutive, jovial creaturesâno more than three feet tallâwearing dapper, red clothing with gleaming buttons and buckles. Each wears a different style hat and regards you with
radially around the wall. A chest at the foot of each bed holds fashionable clothingâmost of it redâand blankets. Kitchen Pit. Beneath the kitchen table is a secret trapdoor. A character who searches the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. At the end of the aisle stands a dais with three toppled statues. Two women in elaborate clothing and copper fox masks inspect the rubble.
The women atop the dais are jackalweres disguised as
overlord reflected in a bowl of slime, the cultists are indifferent toward the characters. If disturbed, the cultists become hostile. Non-cultists who gaze into the basin glimpse the nightmarish face of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
food to leather aprons to protective goggles to parchment and ink. The firenewts looted all of it. Now the chief features of these rooms are ânestsâ of ancient dwarven clothing, insulated gloves, and
these vicious creatures become both angry and alarmed when they see humanoids who arenât their firenewt masters. As soon as a non-firenewt enters area 10, the giant striders begin stamping, growling
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
Aberrations, fiends, and undead in the region have disadvantage on attack rolls and ability checks for the next 24 hours. 19â24 Each creature carrying the holy symbol of a deity from a non-evil plane while
Biting mites infest creaturesâ clothing in the region. Any creature wearing medium or heavy armor has disadvantage on attack rolls, ability checks, and saving throws for the next 24 hours. 91â95 Tiny






